diff --git a/backends/imgui_impl_glfw.cpp b/backends/imgui_impl_glfw.cpp index ce52939dd..0c9ea72d8 100644 --- a/backends/imgui_impl_glfw.cpp +++ b/backends/imgui_impl_glfw.cpp @@ -24,6 +24,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one. // 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter. // 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw) // 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. @@ -104,6 +105,9 @@ #endif #include // for glfwGetCocoaWindow() #endif +#ifndef _WIN32 +#include // for usleep() +#endif #ifdef __EMSCRIPTEN__ #include @@ -941,6 +945,16 @@ void ImGui_ImplGlfw_NewFrame() ImGui_ImplGlfw_UpdateGamepads(); } +// GLFW doesn't provide a portable sleep function +void ImGui_ImplGlfw_Sleep(int milliseconds) +{ +#ifdef _WIN32 + ::Sleep(milliseconds); +#else + usleep(milliseconds * 1000); +#endif +} + #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data) { diff --git a/backends/imgui_impl_glfw.h b/backends/imgui_impl_glfw.h index 910362b68..03856dc85 100644 --- a/backends/imgui_impl_glfw.h +++ b/backends/imgui_impl_glfw.h @@ -61,4 +61,7 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); +// GLFW helpers +IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds); + #endif // #ifndef IMGUI_DISABLE diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 4be0fe556..58a46a823 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -35,6 +35,25 @@ HOW TO UPDATE? and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users. - Please report any issue! +----------------------------------------------------------------------- + VERSION 1.91.1 WIP (In Progress) +----------------------------------------------------------------------- + +Breaking changes: + +Other changes: + +- MultiSelect+TreeNode+Drag and Drop: fixed an issue where carrying a drag and drop + payload over an already open tree node would incorrectly select it. (#7850) +- MultiSelect+TreeNode: default open behavior is OpenOnDoubleClick + OpenOnArrow + when used in a multi-select context without any OpenOnXXX flags set. (#7850) +- Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper function because GLFW does not + provide a way to do a portable sleep. (#7844) +- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop + to handle minimization without burning CPU or GPU by running unthrottled code. (#7844) + + + ----------------------------------------------------------------------- VERSION 1.91.0 (Released 2024-07-30) ----------------------------------------------------------------------- diff --git a/examples/example_glfw_opengl2/main.cpp b/examples/example_glfw_opengl2/main.cpp index 1ed2083c8..df14dca69 100644 --- a/examples/example_glfw_opengl2/main.cpp +++ b/examples/example_glfw_opengl2/main.cpp @@ -103,6 +103,11 @@ int main(int, char**) // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); + if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) + { + ImGui_ImplGlfw_Sleep(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplOpenGL2_NewFrame(); diff --git a/examples/example_glfw_opengl3/main.cpp b/examples/example_glfw_opengl3/main.cpp index b44c4518b..ab1236432 100644 --- a/examples/example_glfw_opengl3/main.cpp +++ b/examples/example_glfw_opengl3/main.cpp @@ -139,6 +139,11 @@ int main(int, char**) // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); + if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) + { + ImGui_ImplGlfw_Sleep(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index 3f191f2b6..2e63bbceb 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -506,6 +506,11 @@ int main(int, char**) g_MainWindowData.FrameIndex = 0; g_SwapChainRebuild = false; } + if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) + { + ImGui_ImplGlfw_Sleep(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplVulkan_NewFrame(); diff --git a/examples/example_glfw_wgpu/main.cpp b/examples/example_glfw_wgpu/main.cpp index fd31318f9..723b69da4 100644 --- a/examples/example_glfw_wgpu/main.cpp +++ b/examples/example_glfw_wgpu/main.cpp @@ -152,6 +152,11 @@ int main(int, char**) // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); + if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) + { + ImGui_ImplGlfw_Sleep(10); + continue; + } // React to changes in screen size int width, height; diff --git a/examples/example_sdl2_directx11/main.cpp b/examples/example_sdl2_directx11/main.cpp index 70fc5f849..7b7de21c6 100644 --- a/examples/example_sdl2_directx11/main.cpp +++ b/examples/example_sdl2_directx11/main.cpp @@ -138,6 +138,11 @@ int main(int, char**) CreateRenderTarget(); } } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplDX11_NewFrame(); diff --git a/examples/example_sdl2_opengl2/main.cpp b/examples/example_sdl2_opengl2/main.cpp index f92c54ebd..4c537c376 100644 --- a/examples/example_sdl2_opengl2/main.cpp +++ b/examples/example_sdl2_opengl2/main.cpp @@ -117,6 +117,11 @@ int main(int, char**) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) done = true; } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplOpenGL2_NewFrame(); diff --git a/examples/example_sdl2_opengl3/main.cpp b/examples/example_sdl2_opengl3/main.cpp index 9f983d956..12bd123f1 100644 --- a/examples/example_sdl2_opengl3/main.cpp +++ b/examples/example_sdl2_opengl3/main.cpp @@ -152,6 +152,11 @@ int main(int, char**) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) done = true; } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); diff --git a/examples/example_sdl2_sdlrenderer2/main.cpp b/examples/example_sdl2_sdlrenderer2/main.cpp index 4d0ebff7c..31e6abebd 100644 --- a/examples/example_sdl2_sdlrenderer2/main.cpp +++ b/examples/example_sdl2_sdlrenderer2/main.cpp @@ -108,6 +108,11 @@ int main(int, char**) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) done = true; } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplSDLRenderer2_NewFrame(); diff --git a/examples/example_sdl2_vulkan/main.cpp b/examples/example_sdl2_vulkan/main.cpp index 8b4da9a8b..bc93057f4 100644 --- a/examples/example_sdl2_vulkan/main.cpp +++ b/examples/example_sdl2_vulkan/main.cpp @@ -504,6 +504,11 @@ int main(int, char**) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) done = true; } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } // Resize swap chain? int fb_width, fb_height; diff --git a/examples/example_sdl3_opengl3/README.md b/examples/example_sdl3_opengl3/README.md index 5828e4bfc..a032f8752 100644 --- a/examples/example_sdl3_opengl3/README.md +++ b/examples/example_sdl3_opengl3/README.md @@ -9,11 +9,11 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i Use build_win32.bat or directly: ``` -set SDL2_DIR=path_to_your_sdl3_folder -cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console +set SDL3_DIR=path_to_your_sdl3_folder +cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console # ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries # or for 64-bit: -cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console +cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console ``` ## Linux and similar Unixes diff --git a/examples/example_sdl3_opengl3/main.cpp b/examples/example_sdl3_opengl3/main.cpp index e727475d2..42db3f2b9 100644 --- a/examples/example_sdl3_opengl3/main.cpp +++ b/examples/example_sdl3_opengl3/main.cpp @@ -148,6 +148,11 @@ int main(int, char**) if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) done = true; } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); diff --git a/examples/example_sdl3_sdlrenderer3/main.cpp b/examples/example_sdl3_sdlrenderer3/main.cpp index 64c82ca50..bccc5e0a9 100644 --- a/examples/example_sdl3_sdlrenderer3/main.cpp +++ b/examples/example_sdl3_sdlrenderer3/main.cpp @@ -112,6 +112,11 @@ int main(int, char**) if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) done = true; } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplSDLRenderer3_NewFrame(); @@ -163,6 +168,9 @@ int main(int, char**) ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer); SDL_RenderPresent(renderer); } +#ifdef __EMSCRIPTEN__ + EMSCRIPTEN_MAINLOOP_END; +#endif // Cleanup ImGui_ImplSDLRenderer3_Shutdown(); diff --git a/examples/example_win32_opengl3/main.cpp b/examples/example_win32_opengl3/main.cpp index a6af3fdb0..ffc6e3da0 100644 --- a/examples/example_win32_opengl3/main.cpp +++ b/examples/example_win32_opengl3/main.cpp @@ -168,6 +168,11 @@ int main(int, char**) } if (done) break; + if (::IsIconic(hwnd)) + { + ::Sleep(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); diff --git a/examples/libs/emscripten/emscripten_mainloop_stub.h b/examples/libs/emscripten/emscripten_mainloop_stub.h index 05cf60fed..8c4c48ecf 100644 --- a/examples/libs/emscripten/emscripten_mainloop_stub.h +++ b/examples/libs/emscripten/emscripten_mainloop_stub.h @@ -17,20 +17,21 @@ // - So the next logical step was to refactor all examples to follow that layout of using a "main loop" function. // This worked, but it made us lose all the nice things we had... -// Since only about 3 examples really need to run with Emscripten, here's our solution: +// Since only about 4 examples really need to run with Emscripten, here's our solution: // - Use some weird macros and capturing lambda to turn a loop in main() into a function. // - Hide all that crap in this file so it doesn't make our examples unusually ugly. // As a stance and principle of Dear ImGui development we don't use C++ headers and we don't // want to suggest to the newcomer that we would ever use C++ headers as this would affect // the initial judgment of many of our target audience. // - Technique is based on this idea: https://github.com/ocornut/imgui/pull/2492/ +// - The do { } while (0) is to allow our code calling continue in the main loop. #ifdef __EMSCRIPTEN__ #include #include static std::function MainLoopForEmscriptenP; static void MainLoopForEmscripten() { MainLoopForEmscriptenP(); } -#define EMSCRIPTEN_MAINLOOP_BEGIN MainLoopForEmscriptenP = [&]() -#define EMSCRIPTEN_MAINLOOP_END ; emscripten_set_main_loop(MainLoopForEmscripten, 0, true) +#define EMSCRIPTEN_MAINLOOP_BEGIN MainLoopForEmscriptenP = [&]() { do +#define EMSCRIPTEN_MAINLOOP_END while (0); }; emscripten_set_main_loop(MainLoopForEmscripten, 0, true) #else #define EMSCRIPTEN_MAINLOOP_BEGIN #define EMSCRIPTEN_MAINLOOP_END diff --git a/imgui.cpp b/imgui.cpp index 330622293..bf6b4961c 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.91.0 +// dear imgui, v1.91.1 WIP // (main code and documentation) // Help: diff --git a/imgui.h b/imgui.h index a0e1ee054..4302ca49b 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.91.0 +// dear imgui, v1.91.1 WIP // (headers) // Help: @@ -27,8 +27,8 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') -#define IMGUI_VERSION "1.91.0" -#define IMGUI_VERSION_NUM 19100 +#define IMGUI_VERSION "1.91.1 WIP" +#define IMGUI_VERSION_NUM 19101 #define IMGUI_HAS_TABLE #define IMGUI_HAS_VIEWPORT // Viewport WIP branch #define IMGUI_HAS_DOCK // Docking WIP branch @@ -1218,8 +1218,8 @@ enum ImGuiTreeNodeFlags_ ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open - ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node - ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open. + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag! ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node. diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 0d512d163..5fbfcd892 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.91.0 +// dear imgui, v1.91.1 WIP // (demo code) // Help: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 774915152..6a5a5483d 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.91.0 +// dear imgui, v1.91.1 WIP // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index 071150563..c41ea700b 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.91.0 +// dear imgui, v1.91.1 WIP // (internal structures/api) // You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. @@ -982,6 +982,7 @@ enum ImGuiTreeNodeFlagsPrivate_ { ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader() ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, but reversed trees (#6517) + ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow, }; enum ImGuiSeparatorFlags_ diff --git a/imgui_tables.cpp b/imgui_tables.cpp index 37dd70304..92c62949e 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.91.0 +// dear imgui, v1.91.1 WIP // (tables and columns code) /* diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 431ac1d16..720258ec9 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.91.0 +// dear imgui, v1.91.1 WIP // (widgets code) /* @@ -6482,6 +6482,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); + const bool is_multi_select = (g.LastItemData.InFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (is_multi_select) // We absolutely need to distinguish open vs select so _OpenOnArrow comes by default + flags |= (flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 ? ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick : ImGuiTreeNodeFlags_OpenOnArrow; + // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) @@ -6502,16 +6506,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l const bool was_selected = selected; // Multi-selection support (header) - const bool is_multi_select = (g.LastItemData.InFlags & ImGuiItemFlags_IsMultiSelect) != 0; if (is_multi_select) { // Handle multi-select + alter button flags for it MultiSelectItemHeader(id, &selected, &button_flags); if (is_mouse_x_over_arrow) button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; - - // We absolutely need to distinguish open vs select so comes by default - flags |= ImGuiTreeNodeFlags_OpenOnArrow; } else { @@ -6526,18 +6526,20 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { if (pressed && g.DragDropHoldJustPressedId != id) { - if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id && !is_multi_select)) - toggled = true; + if ((flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 || (g.NavActivateId == id && !is_multi_select)) + toggled = true; // Single click if (flags & ImGuiTreeNodeFlags_OpenOnArrow) toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) - toggled = true; + toggled = true; // Double click } else if (pressed && g.DragDropHoldJustPressedId == id) { IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. toggled = true; + else + pressed = false; // Cancel press so it doesn't trigger selection. } if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open)